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WIZARD OF OZ 



Loading Instructions: 

Commodore 64™ 

1. Turn on disk drive, computer and tv or monitor. Place Disk Side A in drive 
and close drive door. Note .When using a Commodorel28, the Commodore 
Key must be depressed while turning on the computer. 

2. Type LOAD "WIND", 8 and press RETURN. At READY prompt, type RUN 
and press RETURN. 

3. Press G to start, C for credits, or P to preview another Windham adventure. 

IBM® 

Boot your DOS disk (Disk Operating System) in Drive A. When the A> appears, 
remove the DOS disk and insert the WIZARD OF OZ game disk (side A) and type 
AUTOEXEC. The program will load automatically. 

Apple® 

1 . Place Game Disk Side A in the disk drive and close the disk drive door. 

2. Turn on computer, monitor or tv, and drive. Program will load automatically. 

3. Press G to start, C for credits or P to preview another Windham adventure. 

Starting Out 

Create: Use the CREATE command to create a Save Disk. 

To create your Save Disk: After loading your Game Disk according to the 
instructions above, a cursor will appear. Type CREATE and press RETURN. 
Follow all instructions about inserting a separate blank disk. Beware: This 
procedure will erase any contents that may already be on disk. 

Save: Use the SAVE command to store on a separate disk all game play up to a 
point in the adventure. One important use of this command is to SAVE whenever 
you enter a predicament. Saving allows you to RESTORE or return to a point in 
the adventure where you might have gotten into trouble. NOTE: If you turn off 
your computer, the game will be saved only where you have used the SAVE 
command. 

To save up to a certain point in the game: When the cursor appears, type 
SAVE and follow instructions. A list of numbered positions showing 
locations to be saved will appear. Select a number and type a name to 
describe your present location. Press RETURN. 

Restore: Use the RESTORE command to return to a point in an adventure that you 
saved on the Save Disk. You might want to restore in these instances: 

If you wish to return to an earlier point in your adventure: When a cursor 
appears, type RESTORE. Follow instructions. The adventure will resume from 
the point you selected. 



If you have reached a premature or unanticipated ending in your adventure, 
the screen will read: PRESS ANY KEY TO RESTART. Press any key to go to 

the beginning of the game. Type RESTORE. Follow the screen instructions. 
The game will resume from the point you selected. 

Restart, Type RESTART at any time to return to the beginning of the game. 

Quit Type QUIT if you wish to end an adventure before you have completed. You 
may want to save your game before quitting. 

Newdata: Type NEWDATA to obtain any new instructions. 

PicturesonlPicturesoff: Choose whether or not you want to play with pictures. 
Pictures are automatically provided. Type PICTURESOFF if you want only text. 
You may recall the pictures to your screen by typing PICTURESON. 

Your Guide to The Wizard of Oz Adventure 

You can explore Oz by entering certain vocabulary. Drawing a map of Oz during 
play may also be helpful as you discover new locations. 

Exploring the Land of Oz: 

Move about by entering directions as either full sentences (GO SOUTH), or as 
abbreviations (N,S) or U(UP) and D(DOWN). In addition, you may move by 
typing GO TO <object>, such as GO TO THE OAK TREE. You can get a 
description of your environment by typing LOOK, L, SURROUNDINGS or 
SURR. Use these commands to see possible paths and directions for 
movement. For further information about objects, type EXAMINE or EX 
<object>. Valuable clues can be obtained by examining objects. 
NOTE: Always EXAMINE anything you may want to TAKE. 



Entering Commands: 

Your commands should consist of short, clear sentences. A verb (TAKE, 
PUT, etc.) should always be followed by a noun (SHOES, HAT, etc.). You 
may use articles(THE) and prepositions(ON) before a noun. It is not necessary 
to end a command with a period. Press RETURN after you type each 
command. For example: 

1. TAKE THE SHOES 

2. PUT THE HAT ON SCARECROW 

Several separate actions may be included in one command, but actions must 
be separated by a comma, or the words THEN or AND. For example: 

1. TAKE THE BOX, OPEN THE BOX 

2. OPEN THE DOOR THEN EXIT 

3. TAKE THE HAT AND GO SOUTH 

The program will not accept commands of more than 16 words or two typed 
lines. If your sentence is longer, separate your commands. 



Magic Charm: 

To cast a Magic Charm, type SAY followed by the Charm enclosed in 
quotation marks. For example: SAY "EPPE, PEPPE, KAKKE" 

Getting Assistance with Word Window™: 

If you can't find the correct commands, use theWordWindow™ by typing 
WORDS. WordWindow is a list of words used in a location, even if the word 
is intended for use later. When you are done, press the spacebar to continue. 

Reviewing Your Inventory: 

Type INVENTORY, INV or I for a complete list of the items you have. 
For descriptions of any item you have, type EXAMINE <object>. 

Finding Out Who is in Your Party: 

You may choose to have some of the characters join you through Oz. Type 
PARTY or WHO to see a complete list of the characters who are with you. 

The Importance of Conversation in Oz 

Speaking with the people of Oz is important in finding the Wizard and returning 
to Kansas. When meeting characters for the first time, get as much information 
as you can, for they may be too preoccupied later on to chat about a particular 
topic. Familiarize yourself with the names of the characters' by referring to the 
list of characters in the WIZARD OF OZ vocabulary section. 

To converse with characters in the Land of Oz: 

Address the character directly, followed by a comma and then DISCUSS or 
TALK ABOUT the topic. You may also ASK the character ABOUT the 
topic, TELL the character ABOUT the topic, or simply TALK TO the 
character. Following are examples: 

1. BOQ, TALK ABOUT MUNCHKINS 

2. GLINDA, DISCUSS THE EVIL WITCH 

3. TELL GLINDA ABOUT KANSAS 

4. ASK BOQ ABOUT EMERALD CITY 

5. TALK TO GLINDA 

To ask for suggestions from the characters who are with you in your party: 
Type the name of the character to whom you are speaking, followed by a 
comma, and WHAT NEXT or WHAT NOW. 

1. TINMAN, WHAT NEXT 

2. LION, WHAT NOW 

REMEMBER: This command is extremely helpful in a predicament, as the 
characters will often provide clues or even a solution to the problem. 



To instruct a character in your party: 

Sometimes you will need to ask a character to do something. To do this, type 
the name of the character to whom you are speaking, followed by a comma, 
and the command. For example: 

1. UNMAN, CUT DOWN THE TREE 

2. KING, TAKE ME TO EMERALD CITY 



The Wizard of Oz Vocabulary 



Nouns 


chain 


floor 


leg(s) 


plate 


animal 


chair 


flower 


lemonade 


plum 


apricot 


charm 


foot 


lid 


pole 


arm(s) 


cherry 


forest 


life 


pond 


army 


china 


fortune 


Hght 


poppy 


aunt 


city 


fox(es) 


liquid 


pot 


axe 


clearing 


freedom 


log 


powder 


badge 


cliff 


fruit 


machine 


proof 


balloon 


closet 


furniture 


maple 


pumpkin 


beast 


clothing 


gate(s) 


mattress 


puzzle 


bee(s) 


clown 


gown 


meadow 


raft 


bell 


container 


grove 


merchant 


reed 


berry 


corn 


guard 


mice 


revolt 


bill 


cornfield 


gully 


milkmaid 


reward 


bird 


cottage 


gump 


mirror 


river 


body 


couch 


Halloween 


money 


roach 


bottle 


country 


hat 


monkey 


road 


box(es) 


courage 


head 


monster 


robot 


boy 


courtyard 


heart 


mop 


rock 


boysenberry 


covering 


hiding 


mouse 


room 


brain 


creature 


hill 


Munchkin(s) 


rope 


bramble 


crossing 


home 


music 


rust 


branch 


crow 


horseshoe 


musicbox 


scrap 


brew 


crowd 


humbug 


nest 


screen 


brick 


crown 


jackolantern 


nickel 


seal 


bridge 


cushion 


jar 


noise 


shed 


brook 


cyclone 


jester 


nut(s) 


shield 


bucket 


direction(s) 


jewel 


oak 


shoe 


bug 


dish 


journey 


oil 


soldier 


bush 


dog 


Kalidah 


palace 


sorcerer 


cabinet 


door 


Kansas 


pantry 


sorceress 


canyon 


emerald 


key 


party 


sound 


cap 


Emerald City 


kiss 


patch 


spider 


cart 


eye(s) 


kitchen 


path 


statue 


castle 


farm 


knocker 


pattern 


straw 



catalog 


feet 


label 


penny 


stuffing 


cave 


ferry 


land 


pie(s) 


stump 


ceiling 


field 


leaf 


piece 


sunflower 


celebration 


fire 


leaves 


pillow 


surroundings(surr) 


table 


catch 


He 


toss 


muddy 


tent 


chase 


lift 


touch 


oak 


throne 


chop 


live 


turn 


red 


tin 


clean 


look (1) 


use 


round 


trapdoor 


climb 


make 


walk 


royal 


trash 


close 


march 


wear 


silver 


tee 


come 


mend 


wind 


square 


troop 


command 


mop 


wink 


together 


trophy 


walnut 


trouble 


trunk 


village 


vision 


wall walnut 


wardrobe 


water 


window 


wing 


witch 


wizard 


wolf 


wolves 


wood 


woodshed 


Yellow Brick 










Road (ybr) 






Verbs 


cut 


hide 


pat 


spread 


ask 


dance 


hug 


pet 


sprinkle 


attack 


defeat 


inspect 


pick 


stay 


board 


discuss 


join 


put 


step 


break 


draw 


jump 


read 


stuff 


brush 


drink 


knock 


remove 


swim 


buy 


drop 


lasso 


restuff 


take 


call 


eat 


lay 


ride 


talk 


calm 


enter 


lead 


ring 


tell 


carry 


examine 


leave 


run 


throw 


carve 


exit 


lie 


say 


toss 


catch 


fight 


lift 


scare 


touch 


chop 


fix 


live 


scatter 


turn 


clean 


fly 


look© 


shield 


use 


climb 


follow 


make 


show 


walk 


close 


get 


march 


shut 


wear 


come 


give 


mend 


sit 


wind 


command 


glue 


mop 


smile 


wink 


cross 


go 


oil 


speak 


yell 




help 


open 


spread 




Adjectives 


cowardly 


good 


muddy 


square 


bad 


crashed 


grassy 


oak 


together 


big 


dead 


green 


red 


walnut 


blue 


emerald 


large 


round 


wicked 


bramble 


evil 


magic 


royal 


wonderful 


brick 


flying 


maple 


silver 


yellow 


bubbling 


golden 


mason 







Directions 
east (e) 



north (n) south (s) up (u) down (d) 

west (w) 



Prepositions at 

about behind 

across for 

around from 



in, into 

of 

off 



onto 



over 



out 



to 

towards 

under 

with 



on 



through 



Pronouns 

her 



him 



us 



what 



you 



me 



Characters: Boq, Clown, Cow, Ferryman, General Jinjur (j injur), Glinda, To to, 
Hammerheads (hh), Jack Pumpkinhead (jp), King of the Winged Monkeys (king, 
monkey), Lion (In), Merchant, Milkmaid, Mombi, Munchkins, Queen of the Field 
Mice (queen, mouse), Sawhorse (sh), Scarecrow (sc), Soldier with Green Whiskers 
(soldier, guard), Stork, Tiktok (tk), Tinman (tm), Tin Soldiers (soldier), Tip (tp), 
Wicked Witch, Wildcat (cat), Wizard of Oz (wizard, oz), Wogglebug (wb, te, hm) 



© 1984 Spinnaker Software Corp. All rights reserved .WIZARD OF OZ computer 
program is a trademark of Windham Classics Corp. Commodore 64/128 is a trademark 
of Commodore Electronics, Ltd. This software product is copyrighted and all rights are 
reserved by Windham Classics Corporation, a division of Spinnaker Software Corp. 
The distribution and sale of this product are intended for the use of the original 
purchaser only and for use only on the computer system specified. Lawful users of this 
program are hereby licensed only to read the program from its medium into memory of 
a computer for the purpose of executing this program. Copying, duplicating or 
otherwise distributing this product is hereby expressly forbidden. 



IN-D-WOZ B